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Is Michael Jordan the greatest basketball player to step onto the court? Or can King James ascend to the NBA throne? Which was more valuable to the team, Shaq's power or Tim Duncan's finesse? Who has the sweeter three-point stroke, Ray Allen or Stephen Curry? See how the players match up in this side-by-side look at basketball's stars. Produced in partnership with Sports Illustrated KIDS.
As one of the greatest, most celebrated athletes in history, Michael Jordan conquered professional basketball as no one before. Powered by a potent mix of charisma, near superhuman abilities and a ferocious drive to dominate the game, he achieved every award and accolade conceivable before retiring from the Chicago Bulls and taking an executive post with the Washington Wizards. But retirement didn't suit the man who was once king, and at the advanced age of thirty-eight Michael Jordan decided it was time to reclaim the court that was once his. WHEN NOTHING ELSE MATTERS is the definitive account of Jordan's equally spectacular and disastrous return to basketball. Having closely followed Jordan's final two seasons, Michael Leahy draws a fascinating portrait of an intensely complex man hampered by injuries and assaulted by younger players eager to usurp his throne. In this enthralling book Jordan emerges as an ambitious, at times deeply unattractive character with, unsurprisingly, a monstrous ego. WHEN NOTHING ELSE MATTERS is an absorbing portrait not only of one athlete's overriding ambition, but also of a society so in thrall to its sports stars that it is blind to all their faults.
Exciting new theories in neuroscience, psychology, and artificial intelligence are revealing minds like ours as predictive minds, forever trying to guess the incoming streams of sensory stimulation before they arrive. In this up-to-the-minute treatment, philosopher and cognitive scientist Andy Clark explores new ways of thinking about perception, action, and the embodied mind.
Named one of Vulture’s Top 10 Best Books of 2020! Leftist firebrand Fredrik deBoer exposes the lie at the heart of our educational system and demands top-to-bottom reform. Everyone agrees that education is the key to creating a more just and equal world, and that our schools are broken and failing. Proposed reforms variously target incompetent teachers, corrupt union practices, or outdated curricula, but no one acknowledges a scientifically-proven fact that we all understand intuitively: Academic potential varies between individuals, and cannot be dramatically improved. In The Cult of Smart, educator and outspoken leftist Fredrik deBoer exposes this omission as the central flaw of our entire society, which has created and perpetuated an unjust class structure based on intellectual ability. Since cognitive talent varies from person to person, our education system can never create equal opportunity for all. Instead, it teaches our children that hierarchy and competition are natural, and that human value should be based on intelligence. These ideas are counter to everything that the left believes, but until they acknowledge the existence of individual cognitive differences, progressives remain complicit in keeping the status quo in place. This passionate, voice-driven manifesto demands that we embrace a new goal for education: equality of outcomes. We must create a world that has a place for everyone, not just the academically talented. But we’ll never achieve this dream until the Cult of Smart is destroyed.
HIP-HOP (AND OTHER THINGS) is about, as it were, rap, but also some other things. It's a smart, fun, funny, insightful book that spends the entirety of its time celebrating what has become the most dominant form of music these past two and a half decades. Tupac is in there. Jay Z is in there. Missy Elliott is in there. Drake is in there. Pretty much all of the big names are in there, as are a bunch of the smaller names, too. There's art from acclaimed illustrator Arturo Torres, there are infographics and footnotes; there's all kinds of stuff in there. Some of the chapters are serious, and some of the chapters are silly, and some of the chapters are a combination of both things. All of them, though, are treated with the care and respect that they deserve. HIP-HOP (AND OTHER THINGS) is the third book in the (And Other Things) series. The first two—Basketball (And Other Things) and Movies (And Other Things)—were both #1 New York Times bestsellers.
A brilliant, entertaining deconstruction of basketball, drawing on the expertise of board-game creators, magicians, therapists, and more Basketball is the second-most popular sport in the world—an insanely complicated game built on a combination of athleticism, craftiness, rules, intangibles, and superstardom. However, while it’s enjoyable to watch, the real reason it works is because it’s a game of culture, art, and all the things that make us human. How to Watch Basketball Like a Genius deconstructs the sport from top to bottom and then puts it back together again, detailing its intricacies through reporting and dozens of interviews with experts. These experts, however, are a diverse group: wine critics weighing in on LeBron’s ability to delegate on the fly, magicians analyzing Chris Paul’s mystifying dribbling techniques, cartographers breaking down Steph Curry’s deadeye three-point shooting. Every chapter treats basketball to a multi-disciplined study that adventures far beyond the lines of the court, examining key elements of the sport from some surprising and revealing angles. There’s a reason it has conquered the world, and every game is a chance to learn about pop culture, fashion, history, science, art, and anything else that bounces our way.
COMING SOON TO PRIME VIDEO by internationally bestselling author Harlan Coben. As mysterious clues continue to surface, Mickey is determined to uncover the truth about his father's death. Was it accidental? Murder? Or is he in fact still alive? With the help of his Uncle Myron and loyal friends, Spoon and Ema, Mickey unravels the mysteries of the Abeona Shelter and the elusive "Butcher of Lodz"—all while trying to navigate the ins and outs of everyday life in high school. “This third Mickey Bolitar mystery starts at a swift pace and never lets up.”—Booklist Look for all three books in the series!
On the night of March 2, 1962, in Hershey, Pennsylvania, right up the street from the chocolate factory, Wilt Chamberlain, a young and striking athlete celebrated as the Big Dipper, scored one hundred points in a game against the New York Knickerbockers. As historic and revolutionary as the achievement was, it remains shrouded in myth. The game was not televised; no New York sportswriters showed up; and a fourteen-year-old local boy ran onto the court when Chamberlain scored his hundredth point, shook his hand, and then ran off with the basketball. In telling the story of this remarkable night, author Gary M. Pomerantz brings to life a lost world of American sports. In 1962, the National Basketball Association, stepchild to the college game, was searching for its identity. Its teams were mostly white, the number of black players limited by an unspoken quota. Games were played in drafty, half-filled arenas, and the players traveled on buses and trains, telling tall tales, playing cards, and sometimes reading Joyce. Into this scene stepped the unprecedented Wilt Chamberlain: strong and quick-witted, voluble and enigmatic, a seven-footer who played with a colossal will and a dancer’s grace. That strength, will, grace, and mystery were never more in focus than on March 2, 1962. Pomerantz tracked down Knicks and Philadelphia Warriors, fans, journalists, team officials, other NBA stars of the era, and basketball historians, conducting more than 250 interviews in all, to recreate in painstaking detail the game that announced the Dipper’s greatness. He brings us to Hershey, Pennsylvania, a sweet-seeming model of the gentle, homogeneous small-town America that was fast becoming anachronistic. We see the fans and players, alternately fascinated and confused by Wilt, drawn anxiously into the spectacle. Pomerantz portrays the other legendary figures in this story: the Warriors’ elegant coach Frank McGuire; the beloved, if rumpled, team owner Eddie Gottlieb; and the irreverent p.a. announcer Dave “the Zink” Zinkoff, who handed out free salamis courtside. At the heart of the book is the self-made Chamberlain, a romantic cosmopolitan who owned a nightclub in Harlem and shrugged off segregation with a bebop cool but harbored every slight deep in his psyche. March 2, 1962, presented the awesome sight of Wilt Chamberlain imposing himself on a world that would diminish him. Wilt, 1962 is not only the dramatic story of a singular basketball game but a meditation on small towns, midcentury America, and one of the most intriguing figures in the pantheon of sports heroes. Also available as a Random House AudioBook
A classic work of American literature that has not stopped changing minds and lives since it burst onto the literary scene, The Things They Carried is a ground-breaking meditation on war, memory, imagination, and the redemptive power of storytelling. The Things They Carried depicts the men of Alpha Company: Jimmy Cross, Henry Dobbins, Rat Kiley, Mitchell Sanders, Norman Bowker, Kiowa, and the character Tim O’Brien, who has survived his tour in Vietnam to become a father and writer at the age of forty-three. Taught everywhere—from high school classrooms to graduate seminars in creative writing—it has become required reading for any American and continues to challenge readers in their perceptions of fact and fiction, war and peace, courage and fear and longing. The Things They Carried won France's prestigious Prix du Meilleur Livre Etranger and the Chicago Tribune Heartland Prize; it was also a finalist for the Pulitzer Prize and the National Book Critics Circle Award.
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.